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hella-farm/scenes/game/cursor.gd

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GDScript

extends Area2D
class_name Cursor
## A [CharacterBody2D] syncing its position with the mouse on each physics timestep.
signal dragged(node: Draggable)
signal dropped(node: Draggable)
@export var sheep_spawn_cost: int = 5
@onready var game: MainGame = MainGame.get_via_group(self)
@onready var gold_display: GoldDisplay = %"GoldDisplay"
@onready var sheep_spawner: Spawner = %"SheepSpawner"
var dragging: Draggable = null
static func get_via_group(node: Node) -> Cursor:
var result = node.get_tree().get_nodes_in_group("cursor")
if result.is_empty():
return null
return result[0]
func find_closest_target() -> Draggable:
var bodies = get_overlapping_bodies()
var min_distance: float = INF
var to_drag: Node = null
for body in bodies:
for target in body.find_children("*", "Draggable", true, false):
var distance = position.distance_to(target.position)
if distance < min_distance:
min_distance = distance
to_drag = target
return to_drag
func drag():
var target = find_closest_target()
if target and not dragging:
dragging = target
target.drag(self)
dragged.emit(target)
func drop():
if dragging:
var target = dragging
dragging = null
if is_instance_valid(target):
target.drop()
dropped.emit(target)
else:
dropped.emit(null)
func log_dragging() -> void:
Log.p(self, "Dragging: %s" % dragging)
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
drag()
else:
drop()
elif event.button_index == MOUSE_BUTTON_RIGHT:
if event.pressed:
var counter: Counter = game.inventory.get_counter(&"Gold")
if counter.value >= sheep_spawn_cost:
if sheep_spawner.spawn():
counter.decrease(sheep_spawn_cost)
func _physics_process(_delta: float) -> void:
position += (game.camera.get_global_mouse_position() - global_position)